Grrr Polycounts

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Gullonefox

TBUILDT Webmaster/Mapper
Nov 27, 2000
587
0
0
www.planetunreal.com
Hmm now im lost

Right for a bit of hands on help i loaded up the strike force maps cannal and bridge!! And i tested out the polys on those maps and they are the same as my polys where before i tore it to pices, no i havent played sf much but i know that those 2 maps run quite well? So what is an acceptable poly count? oh and btw the trees had to go... So now the banks are empty!!!

I noticed in the bridge map cos of high poly count from the side you can't go off to the side like in my map I might have to do that 2...
im starting to think the ut engine dont like bridges!!
 

WhackZero

whack0
Sep 13, 2000
129
0
0
bellevue, wa
members.cox.net
like what good ol bastard'o said...

please explain the usage of semi solids. i read several tutorials on them, but i'm still not quite sure what they're for...

Gullonefox> i was gonna make a bridge map that looks kinda similar to yours, but i'm still learning how to use ued2. i'm currently working on a "map" (which is really just a level where i'm experimenting with stuff) that consists of castle areas. anyway's, since you're working on a bridge map, i guess i dont have to make mine ;)
 

Gullonefox

TBUILDT Webmaster/Mapper
Nov 27, 2000
587
0
0
www.planetunreal.com
No please carry on with your map!!!

No m8ty carry on with it its always good to have a few maps on the same subject and plus from the trouble I have had with this map I could lend a helping hand!

And btw i am gonna make another one to with a more modern feel!